I tried also, Marco. Tried Curvature and Contour. No dice on either. The split surface seems the best option to get the look.
Contour can’t work in this case, cause it respects the camera position. So the size of the edges depends on camera orientation and surrounding parts. But you need a clipped area located in fixed positions.
Even combinations with adjustment nodes or occlusion (inside) doesn’t work in this case. It seems that nodes that are effected by outer conditions like camera position, topology, near parts, etc won’t work for driving the density of the fuzz.
But you can drive the density with a texture that is pure white and has an alpha channel. So for shoes, I would use a poly painter and draw the clipping areas. Now you can map that texture along the UV’s and drive the density instead of cutting polygons.
Hope that helps
CheerEO
Marco